
Character
Prison Guard
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Humanoid
- Gender
- male
- Alignment
- Lawful Neutral
- Faction
- Royal Navy
- Size
- Medium
- Armor class
- 16
- Hit points
- 120
- Speed
- 30
- Challenge
- 10
- Experience
- 5000
- Languages
- Common, Nautical
- Senses
- Darkvision 60 ft., Passive Perception 15
- Skills
- Intimidation, Perception, Athletics
Biography
Born the son of a dock worker in Portsmouth, Prison Guard learned early that the world respected only strength and unwavering adherence to rules—lessons hammered into him when his father was hanged for smuggling contraband rum alongside cutthroat seafarers. Determined to erase the shame of his family name, he enlisted in the Royal Navy at sixteen and quickly distinguished himself through brutal efficiency and an almost religious devotion to military protocol, earning rapid promotion to the prison service where he could directly combat the maritime criminals who had destroyed his childhood. Every scar on his knuckles and every gray hair beneath his shaved head represents a failed escape attempt he personally thwarted, each one reinforcing his conviction that mercy is a luxury the Crown cannot afford when dealing with the treacherous vermin who prey upon honest merchants and naval vessels. The keyring at his belt has grown heavier with each passing year, its weight a tangible reminder of his responsibility to keep dangerous men caged, and he wears the red coat like a shield against the corruption he sees lurking in every prisoner's eyes. Prison Guard has never questioned an order, never doubted the righteousness of his duty, and has cultivated a reputation so fearsome that mere whispers of his approach are enough to quell riots before they begin. In the oppressive darkness of the prison dungeons, he is less a man than an instrument of order itself—unyielding, incorruptible, and utterly certain that any pirate or criminal who crosses his threshold deserves nothing but the cold justice of his musket and the iron law of the Crown.
Attributes
Strength
18, modifier +4
Dexterity
12, modifier +1
Constitution
20, modifier +5
Intelligence
10, modifier +0
Wisdom
14, modifier +2
Charisma
8, modifier -1
Actions
Musket Shot
Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 2d10+4 piercing damage.
Heavy Keyring Strike
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage and target must succeed on a DC 15 Strength saving throw or be knocked prone.
Commanding Shout
All allies within 30 ft. gain advantage on their next attack roll. Can be used once per short rest.
Brutal Efficiency
When the Prison Guard reduces a creature to 0 hit points, he can make one additional attack as a bonus action.
Abilities
Unyielding Duty
Gains advantage on saving throws against being frightened or charmed.
Intimidating Presence
Enemies within 10 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.
Saving throws
strength
+7
dexterity
+4
constitution
+8
wisdom
+5
Damage resistances
Poison
Psychic
World connections